/rcoll - slash command to roll a skill or custom emote in combat, format of /rcoll <skill>, IE "/rcoll Strike" (skills are case sensitive), /rcoll <skill> <emote>
ie /rcoll Strike Test for a custom emote to be used with a preset skill and /rcoll <emote, IE /rcoll Test to use a defualt custom emote.

/taskroll or /trll - performs a task roll on a non attack move or emote, guages a players hit on their sheet for success chance, IE: /trll Attempts to cannon ball into the moon well
would result in you emoting you attempting to cannonball into a moonwell and weather or not you succeeded. IF you target someone with Rollcraft this result should display to them or to party if the option is enabled.

ABOUT

In RP there are things called Freeform or emote fight/duels, but there is one evident problem in those fights:

Bob attacks Rob.
ROB DODGES FOR INFINITY THEN KILLS BOB AND HE DIES AND THERES NOTHING HE CAN DO ABOUT IT

It's an exaggeration but you get the picture. How can this be solved? Enter: Rollcraft (beta)!

What is it?

Rollcraft is a tool to add combat rolls to free form RP combat by use of custom skills and rolled emotes. It removes the "he said / she said" aspect of freeform RP combat and imposes a very simple set of rules with randomization to the scenario, allowing players to fight without the ambiguity of a purely freeform duel.

Each person with the mod creates "character sheets" with a very simple set of statistics. When two people begin a bit of RP combat, they can use the mod to compare stats and automatically /roll for custom attacks.

How to get started:

Ingame type /rc, /rollcraft or Left Click the LDB launcher or minimap icon.

Click the character setup button, then type in the name you want, Click fill in boxes for a random set of stats or enter them yourself. Then click okay. Later you may come back here ot make a new sheet, load and edit a current sheet(by entering it name and clicking the fill button) or delete a sheet entirely.

Note if you have multple sheets right click on the LDB/Minimap icon or type /rc sheet <sheet name> to swap.

Now you click the Click ability editor button, your first step here is to select your sheet from the sheet drop down box. If you have skills for this sheet previously, click get skills to load up your skills into the second drop down, select it then click edit.

For now click add, fill in the boxes as you deem approite then click okay, click okay again on your inital screen to finish!

If you selected 'display on action bar' check on the skill editor, you should hopefully see the skills icon in the middle of your screen.

To move this type /rc lock to lock and unlock it
/rc config to set its scale and other options.
to hide it alt-right click the LDB/minimap icon

when you click the button it will use the skill.

On that note, to initate combat with someone with the mod, simply target them and use a skill. If you loose your target (by say clicking on the ground), you should still be able to use a skill on them until you target something/one else.

Whats that you say? you don't want to click a button? type /rcoll <skill>
plese note skill names are CASE-SENSITIVE!

you may also type /rcoll <skill> <emote> to add a custom emote then its default. Be careful however, as your fail/success emotes will not change, so try to keep things making sense.

Heck use /rcoll <emote> to do a custom emote entirely using the roll system. Note however, you will not have a success/fail emote attached to it just a roll.

Thats it. have fun!

There is now support for semi custom emote strings, like adding TARGET to and emote adding LIMB MOVE DIR will replace with a random limb (left arm, right arm, etc) a random movement (forward,backward etc), a random direction (north, south, etc) into the emote. example /rcoll Strike slices at TARGET 's LIMB may emote as Fethas slices at Tharion 's left arm

these will work for most of the /rcoll emots and can be used in the success and fail emotes. TAGET however is note accepted in those emotes and none of this works in /taskroll. You may open up roll.lua and edit the list of randoms as you see fit, i put it near the top, it also supports Custom ( CUS in the emotes) but you need to uncomment its parts in RCtextreplace function to work properly.

Q)What the heck is this GHM thing?
A)GHM is a frame framework made by Pilus author of the gryphonheart RP addons and used with permission. Please vist www.pilus.info and give him your support!

Q)I have a lib databroker display mod, but its crowded.
A)See if your display mod has an option to turn display on and off, turn off rollcrafts, the minimap button employs LibDBIcon so it should work on its own.

Q)Did you come up with the rolling system?
A)I helped but the brunt of it goes to Tharion Greyseer, Friend, Guildleader and pwner of demons.

Q)*looks at code, Explode*
A)I am a programmer (Ametuer at best) but LUA is still new to me..thus i am a Newb.

Q)Can i help you?
A)I will take suggestion of code and donations of the button.

Q)LAWWL!!!!11 this mod sucks!!!1111111111111qq!!!!!
A)Don't use it.

Q)Who the heck is Fethas?
A)Fethas/Aurorablade wrote this addon.

.16
Nothing really major, fixed a math error, maybe. Think the toc is okay.
Two more semesters to go!

.15
--menu layout tweaks and an ATTEMPT to make it more informative, I fail at addons bear with me.

14
--small tweaks
--There should now be a random offensive/defensive bonus for mounted and flying.

.13b
--GHM update, please see www.pilus.info for details and updates to GryphonHeart Items for 3.3

.13b
--3.3 toc update

.12b
--Roll system tweak.
--Can now roll against in game NPCs

.11b
--Bug Fixes, Hopefully.

.10b

-There is now support for semi custom emote strings, like adding TARGET to and emote adding LIMB MOVE DIR will replace with a random limb (left arm, right arm, etc) a random movement (forward,backward etc), a random direction (north, south, etc) into the emote. example /rcoll Strike slices at TARGET 's LIMB may emote as Fethas slices at Tharion 's left arm

these will work for most of the /rcoll emots and can be used in the success and fail emotes. TAGET however is note accepted in those emotes and none of this works in /taskroll. You may open up roll.lua and edit the list of randoms as you see fit, i put it near the top, it also supports Custom ( CUS in the emotes) but you need to uncomment its parts in RCtextreplace function to work properly.

.09b-1
-GHM locales update
-no version bump.

.09b

--UpdateCS(sheet) can now be used to change sheets from a macro or script format is UpdateCS(sheet) or example UpdateCS("Fethas") sheet name must be in quotes

--rcollhandler(emote) can now be used in a script or macro to perform skill rolls, rcollhandler(input) is the format example rcollhandler("Strike"), can be used with custom emotes by substituteing the emote for a skill, can also handle Skill and custom emote by rcollhandler("Strike test") as long as there is a space between the skill you wish to use and the emote (and remeber skills ARE cast sensative

--implemented /taskroll and /trll for non-attack or non directed attack rolls, Inspired by a mush i am currently playing.

.08b
--Added hopefully working German locales thanks to Laurna/Jak
--fixed various errors i did not realize were there.

.07b
--Fixed error when making/editing skills, My bad.

.06b
--toc bump for 3.2

.06b

--Rollcraft has been buffed, With a buff system
--You can locate the buff menu by editng a existing skill
--Only one buff may be attached to a skill at a time
--Only one buff or debuff can be active on you or other person at a time
--GHI compatiblie buffs: If you have GryphonHeart Items you will see the buffs
--GHI Buffs: If you right click the buff off yourself (for helpful ones) the timer will still continue, consider it a cooldown period.(Also i have no way to combat this)
--buffs do not apply to /rcoll attacks unless its a /rcoll <skill> with a buff on it
--buffs affect stat values up to a maximum of 10, if you wish to DECREASE a stat value (IE harmful buffs) add a negative onto it (IE -4)
--buff have a chance to proc regardless of hit or miss (cuase it was eaiser for me to code out), but will not proc if a previous buff/debuff is on a person

--Various Tweaks
--You may now use TARGET in the skill emotes for success/fail/hit to replace it with your current target. This will also work for /rcoll attacks.

--There are hopefully no quirks i missed.

.05b
Fixed issue with skills being over written when editing existing sheet.

.04b
Minimap Button now hidable.
Removed random attack check from options until i actually impliment it and replaced with minimap check.

.03b
fixed evaluation error

.02b
Fixed error that could occur when selecting a currently active sheet.
Small Locale changes.

I'm a visual individual. I can't help or give suggestions with lua coding as I have zero knowledge, yet I still wanted to help out. ^^"

It is interesting to hear about having multiple "classes" for each character.

I will have to do a bit more testing with actual functionality.

Keep up the good work!

Well we kind of considered it an 'outfit' like system...

so you can make a 'normal' out fit with one set of skills and stats then you can make an 'armored' outfit with a diffrent set of skills and stats. then you can swap between them..i have commands for it somewhere in the long wall of text on the addon front page.

Alot of the things you mention are just a limitation of the menu framework i use..its not perfect. so nothing i can do about the cut edges
There called classes as you can have more then one and each can be a diffrent 'class' for the character.

I am making a few tweaks now, I cannot promise perfection but thank your for the advice.

Hello! I decided to give this addon a shot and want to make some suggestions. These are some grammatical, spelling or styling suggestions/corrections. Although I have encountered some errors, I have not yet filled any bug reports because I'm not sure I am using the addon correctly.

General

- Add tooltips when hovering over text fields (boxes) to provide short and concise direction explaining how to fill out each field.

- Resize the buttons since the text is almost spilling out over the buttons.

- Consider renaming "Class sheet" to "Character sheet". This seems more logical unless there is some specific reasoning for calling it "class".

- For you screenshot examples, consider using the default UI; your tooltip addon's font face is hard to read. This will also give the user a better understanding of what the addon looks like so the user will not think a separate UI element/addon is created by Rollcraft. Increase the screenshot quality as well; this will help with legibility. Finally, change the font face and color for any explanations you overlay on your screenshots. Bold, straight text with an outline would work very well.

Welcome to Rollcraft: Instances and Aspects! From this page you can set up your character. To begin, select "Character Setup" first, followed by "Ability Editor." Have fun!

Character Sheet Management

- Consider reworking the alignment so that all elements are centered.
- Move "Hit %" text and box up to be in line with the other boxes/text.
- Put a space between text and % sign.
- Rework the "Blizzard Dialogue Box"-style boxes so that the left edge is not cut off.

"Rollcraft Skill Editor"

- The title for this frame is not concurrent with the name used on the button: "Ability Editor." Either change "Skill" to "Ability" or vice-versa to be streamlined.

- Rework the flow for this page. I was simply clicking buttons in the order of which they were shown on the addon in an attempt to figure out functionality.
I had no idea what button needed clicking first.

Suggestion:

LINE 1: "Character Sheet" box on left. "Add" box on right.
LINE 2: "Skills" box on left. "Edit" box on right.
LINE 3: "Delete Skill" box on middle.
LINE 4: Feedback text on middle. This means text like "Deleted NAME SKILL."

Congratulations for finishing this Addon with this superb idea.
I talked about something similar to players on my realm to, cause
it's a very good method prevent PowerRP but on the other hand allow
powerfull RP.

Another thing, I could not resist and translated it to german
Where to send when tested?

I am doing it both ways, i was messing with some prototyping for the other night. Its gonna be tricky to do and may leave with one buff/debuff active at a time for the sake of my sanity, it also may be more fair.

But i hope people are enjoying this as is, I do realize for it to be successful you need both players to have it but as i intended this to be a tool for those tricky situations it most likely is okay. Though i should say WE intended as it was the brainchild of a IM ramble session with me and Tharion.

Originally posted by Aurorablade [...] but again with buffs i would need to do it two ways, with and without support from the gryphonheart items addon. Might take me a bit to wrap my head around.

A friend just introduced me to Gryphonheart Items the other day, nice add-on. I would say go for the compatibility aspect and support it. If you're going to support buffs, might as well go with the flow. It keeps your add-on simpler with only one method as well, in theory.

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